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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="Piperken" data-source="post: 9463425" data-attributes="member: 7047091"><p>Maybe being more open, or plain in terms of what the printed book offers in each of the above sections, is what comes to mind. I am in the 1st chapter of running <em>Waterdeep: Dragon Heist,</em> which frequently makes an appearance on favorite lists of published campaigns that were enjoyed by players. In getting ready for it, I've found for its concept, it is not as well-designed and lacking from a campaign running perspective. Based on the number of 3pp supplements available, including some by the original contributors, the remix offered on the <em>Alexandrian</em>, this seems to be the general response expressed by others.</p><p></p><p>Its bones are good, which is why I suspect it gets mentioned by players who've played it. But its "Running the Adventure" and flowchart gives the impression you could run it smoothly just with the book by itself, that it is a good stew with meat-- except in play people have noted it waffles between its core as a city sandbox, yet uses linear guides as the main mode into the different parts.</p><p></p><p>Some elements for example, would've been much improved if a couple random tables were offered, with a line or two of flavorful text.</p><p></p><p>I've ended up compiling two, two-inch binders for it; the first five or so tabs in one, covers the changes from <em>DH</em> roughly by chapter. The rest is material and lore related to Waterdeep taken from repositories online, the factions that the players will be involved with, npc's original and otherwise, the <em>Waterdeep City Encounter</em> supplement by Will Doyle, and so on.</p></blockquote><p></p>
[QUOTE="Piperken, post: 9463425, member: 7047091"] Maybe being more open, or plain in terms of what the printed book offers in each of the above sections, is what comes to mind. I am in the 1st chapter of running [I]Waterdeep: Dragon Heist,[/I] which frequently makes an appearance on favorite lists of published campaigns that were enjoyed by players. In getting ready for it, I've found for its concept, it is not as well-designed and lacking from a campaign running perspective. Based on the number of 3pp supplements available, including some by the original contributors, the remix offered on the [I]Alexandrian[/I], this seems to be the general response expressed by others. Its bones are good, which is why I suspect it gets mentioned by players who've played it. But its "Running the Adventure" and flowchart gives the impression you could run it smoothly just with the book by itself, that it is a good stew with meat-- except in play people have noted it waffles between its core as a city sandbox, yet uses linear guides as the main mode into the different parts. Some elements for example, would've been much improved if a couple random tables were offered, with a line or two of flavorful text. I've ended up compiling two, two-inch binders for it; the first five or so tabs in one, covers the changes from [I]DH[/I] roughly by chapter. The rest is material and lore related to Waterdeep taken from repositories online, the factions that the players will be involved with, npc's original and otherwise, the [I]Waterdeep City Encounter[/I] supplement by Will Doyle, and so on. [/QUOTE]
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